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Old 07-20-2012, 10:19 PM
ffcmike ffcmike is offline
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Quote:
Originally Posted by Imperialistic View Post
Thor, it's almost sounding as if you're being reluctant and totally ignoring our concerns.
What, by replying with highly detailed explanations and even going through the effort of making a video to prove a point?

Quote:
Originally Posted by Imperialistic View Post
From your perspective (serverside)
If you believe I'm implying that this has anything to do with serverside, you are either terribly mistaken or have not been reading my posts properly.
I've been talking about a clientside sword detection mechanism the entire time, whereas the serverside system was the one in place pre-wipe, and was quite rightly scrapped.

Quote:
Originally Posted by Imperialistic View Post
I'm not saying that your system is faulty and there is errors with it, I'm just trying to state that it's different from any other server and most players don't care for it. And again, no one knows WHY it's different, it just is.. I would love to log on Classic and be able to spar normally without having to figure out a entirely new technique because of the hit detection.
Once again, the only alleged symptom thus far is an entirely normal behaviour with the default hit detection, and can easily be explained by the recent server lag problems. There is nothing script wise which can account for a higher delay between 2 players, and there is no excessive data synchronisation which could be impeding it.

One other video I'd like to show is regarding how high a difference it makes when 2 Europeans use UDP against eachother, compared to normal TCP:



While I do pull off several delayed hits in the first segment, this is against another European, inwhich we both have a ping averaging around 200, so it's a behaviour I had expected.

With peer-to-peer UDP enabled however, there is a highly reduced delay between us, as not only is UDP faster, but data isn't having to travel all the way to the USA and back to Europe again. Because of this, the hits were nearer to real time.
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